/*
 * Copyright 2016, Blender Foundation.
 *
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software Foundation,
 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 *
 * Contributor(s): Blender Institute
 *
 */

/** \file eevee_private.h
 *  \ingroup DNA
 */

#ifndef __EEVEE_PRIVATE_H__
#define __EEVEE_PRIVATE_H__

#include "DNA_lightprobe_types.h"

struct Object;
struct EEVEE_BoundSphere;
struct EEVEE_ShadowCasterBuffer;
struct RenderLayer;
struct RenderResult;
struct GPUFrameBuffer;

extern struct DrawEngineType draw_engine_eevee_type;

/* Minimum UBO is 16384 bytes */
#define MAX_PROBE 128 /* TODO : find size by dividing UBO max size by probe data size */
#define MAX_GRID 64 /* TODO : find size by dividing UBO max size by grid data size */
#define MAX_PLANAR 16 /* TODO : find size by dividing UBO max size by grid data size */
#define MAX_LIGHT 128 /* TODO : find size by dividing UBO max size by light data size */
#define MAX_CASCADE_NUM 4
#define MAX_SHADOW 256 /* TODO : Make this depends on GL_MAX_ARRAY_TEXTURE_LAYERS */
#define MAX_SHADOW_CASCADE 8
#define MAX_SHADOW_CUBE (MAX_SHADOW - MAX_CASCADE_NUM * MAX_SHADOW_CASCADE)
#define MAX_BLOOM_STEP 16

/* Only define one of these. */
// #define IRRADIANCE_SH_L2
// #define IRRADIANCE_CUBEMAP
#define IRRADIANCE_HL2
#define HAMMERSLEY_SIZE 1024

#if defined(IRRADIANCE_SH_L2)
#  define SHADER_IRRADIANCE "#define IRRADIANCE_SH_L2\n"
#elif defined(IRRADIANCE_CUBEMAP)
#  define SHADER_IRRADIANCE "#define IRRADIANCE_CUBEMAP\n"
#elif defined(IRRADIANCE_HL2)
#  define SHADER_IRRADIANCE "#define IRRADIANCE_HL2\n"
#endif

#define SHADER_DEFINES \
	"#define EEVEE_ENGINE\n" \
	"#define MAX_PROBE " STRINGIFY(MAX_PROBE) "\n" \
	"#define MAX_GRID " STRINGIFY(MAX_GRID) "\n" \
	"#define MAX_PLANAR " STRINGIFY(MAX_PLANAR) "\n" \
	"#define MAX_LIGHT " STRINGIFY(MAX_LIGHT) "\n" \
	"#define MAX_SHADOW " STRINGIFY(MAX_SHADOW) "\n" \
	"#define MAX_SHADOW_CUBE " STRINGIFY(MAX_SHADOW_CUBE) "\n" \
	"#define MAX_SHADOW_CASCADE " STRINGIFY(MAX_SHADOW_CASCADE) "\n" \
	"#define MAX_CASCADE_NUM " STRINGIFY(MAX_CASCADE_NUM) "\n" \
	SHADER_IRRADIANCE

#define SWAP_DOUBLE_BUFFERS() {                                       \
	if (effects->swap_double_buffer) {                                \
		SWAP(struct GPUFrameBuffer *, fbl->main_fb, fbl->double_buffer_fb); \
		SWAP(struct GPUFrameBuffer *, fbl->main_color_fb, fbl->double_buffer_color_fb); \
		SWAP(GPUTexture *, txl->color, txl->color_double_buffer);     \
		effects->swap_double_buffer = false;                          \
	}                                                                 \
} ((void)0)

#define SWAP_BUFFERS() {                           \
	if (effects->target_buffer == fbl->effect_color_fb) { \
		SWAP_DOUBLE_BUFFERS();                     \
		effects->source_buffer = txl->color_post;  \
		effects->target_buffer = fbl->main_color_fb;  \
	}                                              \
	else {                                         \
		SWAP_DOUBLE_BUFFERS();                     \
		effects->source_buffer = txl->color;       \
		effects->target_buffer = fbl->effect_color_fb; \
	}                                              \
} ((void)0)

#define SWAP_BUFFERS_TAA() {                           \
	if (effects->target_buffer == fbl->effect_color_fb) { \
		SWAP(struct GPUFrameBuffer *, fbl->effect_fb, fbl->taa_history_fb); \
		SWAP(struct GPUFrameBuffer *, fbl->effect_color_fb, fbl->taa_history_color_fb); \
		SWAP(GPUTexture *, txl->color_post, txl->taa_history);     \
		effects->source_buffer = txl->taa_history;  \
		effects->target_buffer = fbl->effect_color_fb;  \
	}                                              \
	else {                                         \
		SWAP(struct GPUFrameBuffer *, fbl->main_fb, fbl->taa_history_fb); \
		SWAP(struct GPUFrameBuffer *, fbl->main_color_fb, fbl->taa_history_color_fb); \
		SWAP(GPUTexture *, txl->color, txl->taa_history);     \
		effects->source_buffer = txl->taa_history;  \
		effects->target_buffer = fbl->main_color_fb;  \
	}                                              \
} ((void)0)

#define OVERLAY_ENABLED(v3d) ((v3d) && (v3d->flag2 & V3D_RENDER_OVERRIDE) == 0)
#define LOOK_DEV_MODE_ENABLED(v3d) ((v3d) && (v3d->shading.type == OB_MATERIAL))
#define LOOK_DEV_OVERLAY_ENABLED(v3d) (LOOK_DEV_MODE_ENABLED(v3d) && OVERLAY_ENABLED(v3d) && (v3d->overlay.flag & V3D_OVERLAY_LOOK_DEV))
#define USE_SCENE_LIGHT(v3d) ((!v3d) || (!LOOK_DEV_MODE_ENABLED(v3d)) || ((LOOK_DEV_MODE_ENABLED(v3d) && (v3d->shading.flag & V3D_SHADING_SCENE_LIGHTS))))
#define LOOK_DEV_STUDIO_LIGHT_ENABLED(v3d) (LOOK_DEV_MODE_ENABLED(v3d) && !(v3d->shading.flag & V3D_SHADING_SCENE_WORLD))

#define OCTAHEDRAL_SIZE_FROM_CUBESIZE(cube_size) ((int)ceilf(sqrtf((cube_size * cube_size) * 6.0f)))
#define MIN_CUBE_LOD_LEVEL 3
#define MAX_PLANAR_LOD_LEVEL 9

/* World shader variations */
enum {
	VAR_WORLD_BACKGROUND    = 0,
	VAR_WORLD_PROBE         = 1,
	VAR_WORLD_VOLUME        = 2,
};

/* Material shader variations */
enum {
	VAR_MAT_MESH        = (1 << 0),
	VAR_MAT_PROBE       = (1 << 1),
	VAR_MAT_HAIR        = (1 << 2),
	VAR_MAT_FLAT        = (1 << 3),
	VAR_MAT_BLEND       = (1 << 4),
	VAR_MAT_VSM         = (1 << 5),
	VAR_MAT_ESM         = (1 << 6),
	VAR_MAT_VOLUME      = (1 << 7),
	VAR_MAT_LOOKDEV = (1 << 8),
	/* Max number of variation */
	/* IMPORTANT : Leave it last and set
	 * it's value accordingly. */
	VAR_MAT_MAX         = (1 << 9),
	/* These are options that are not counted in VAR_MAT_MAX
	 * because they are not cumulative with the others above. */
	VAR_MAT_CLIP        = (1 << 10),
	VAR_MAT_HASH        = (1 << 11),
	VAR_MAT_MULT        = (1 << 12),
	VAR_MAT_SHADOW      = (1 << 13),
	VAR_MAT_REFRACT     = (1 << 14),
	VAR_MAT_SSS         = (1 << 15),
	VAR_MAT_TRANSLUC    = (1 << 16),
	VAR_MAT_SSSALBED    = (1 << 17),
};

/* ************ PROBE UBO ************* */

/* They are the same struct as their Cache siblings.
 * typedef'ing just to keep the naming consistent with
 * other eevee types. */
typedef LightProbeCache EEVEE_LightProbe;
typedef LightGridCache EEVEE_LightGrid;

typedef struct EEVEE_PlanarReflection {
	float plane_equation[4];
	float clip_vec_x[3], attenuation_scale;
	float clip_vec_y[3], attenuation_bias;
	float clip_edge_x_pos, clip_edge_x_neg;
	float clip_edge_y_pos, clip_edge_y_neg;
	float facing_scale, facing_bias, clipsta, pad;
	float reflectionmat[4][4]; /* Used for sampling the texture. */
	float mtx[4][4]; /* Not used in shader. TODO move elsewhere. */
} EEVEE_PlanarReflection;

/* --------------------------------------- */

typedef struct EEVEE_BoundSphere {
	float center[3], radius;
} EEVEE_BoundSphere;

typedef struct EEVEE_BoundBox {
	float center[3], halfdim[3];
} EEVEE_BoundBox;

typedef struct EEVEE_PassList {
	/* Shadows */
	struct DRWPass *shadow_pass;
	struct DRWPass *shadow_cube_copy_pass;
	struct DRWPass *shadow_cube_store_pass;
	struct DRWPass *shadow_cube_store_high_pass;
	struct DRWPass *shadow_cascade_copy_pass;
	struct DRWPass *shadow_cascade_store_pass;
	struct DRWPass *shadow_cascade_store_high_pass;

	/* Probes */
	struct DRWPass *probe_background;
	struct DRWPass *probe_glossy_compute;
	struct DRWPass *probe_diffuse_compute;
	struct DRWPass *probe_visibility_compute;
	struct DRWPass *probe_grid_fill;
	struct DRWPass *probe_display;
	struct DRWPass *probe_planar_downsample_ps;

	/* Effects */
	struct DRWPass *ao_horizon_search;
	struct DRWPass *ao_horizon_search_layer;
	struct DRWPass *ao_horizon_debug;
	struct DRWPass *ao_accum_ps;
	struct DRWPass *mist_accum_ps;
	struct DRWPass *motion_blur;
	struct DRWPass *bloom_blit;
	struct DRWPass *bloom_downsample_first;
	struct DRWPass *bloom_downsample;
	struct DRWPass *bloom_upsample;
	struct DRWPass *bloom_resolve;
	struct DRWPass *dof_down;
	struct DRWPass *dof_scatter;
	struct DRWPass *dof_resolve;
	struct DRWPass *volumetric_world_ps;
	struct DRWPass *volumetric_objects_ps;
	struct DRWPass *volumetric_scatter_ps;
	struct DRWPass *volumetric_integration_ps;
	struct DRWPass *volumetric_resolve_ps;
	struct DRWPass *ssr_raytrace;
	struct DRWPass *ssr_resolve;
	struct DRWPass *sss_blur_ps;
	struct DRWPass *sss_resolve_ps;
	struct DRWPass *sss_accum_ps;
	struct DRWPass *color_downsample_ps;
	struct DRWPass *color_downsample_cube_ps;
	struct DRWPass *velocity_resolve;
	struct DRWPass *taa_resolve;

	/* HiZ */
	struct DRWPass *minz_downlevel_ps;
	struct DRWPass *maxz_downlevel_ps;
	struct DRWPass *minz_downdepth_ps;
	struct DRWPass *maxz_downdepth_ps;
	struct DRWPass *minz_downdepth_layer_ps;
	struct DRWPass *maxz_downdepth_layer_ps;
	struct DRWPass *minz_copydepth_ps;
	struct DRWPass *maxz_copydepth_ps;
	struct DRWPass *maxz_copydepth_layer_ps;

	struct DRWPass *depth_pass;
	struct DRWPass *depth_pass_cull;
	struct DRWPass *depth_pass_clip;
	struct DRWPass *depth_pass_clip_cull;
	struct DRWPass *refract_depth_pass;
	struct DRWPass *refract_depth_pass_cull;
	struct DRWPass *refract_depth_pass_clip;
	struct DRWPass *refract_depth_pass_clip_cull;
	struct DRWPass *default_pass[VAR_MAT_MAX];
	struct DRWPass *sss_pass;
	struct DRWPass *material_pass;
	struct DRWPass *refract_pass;
	struct DRWPass *transparent_pass;
	struct DRWPass *background_pass;
	struct DRWPass *update_noise_pass;
	struct DRWPass *lookdev_pass;
} EEVEE_PassList;

typedef struct EEVEE_FramebufferList {
	/* Effects */
	struct GPUFrameBuffer *gtao_fb;
	struct GPUFrameBuffer *gtao_debug_fb;
	struct GPUFrameBuffer *downsample_fb;
	struct GPUFrameBuffer *bloom_blit_fb;
	struct GPUFrameBuffer *bloom_down_fb[MAX_BLOOM_STEP];
	struct GPUFrameBuffer *bloom_accum_fb[MAX_BLOOM_STEP - 1];
	struct GPUFrameBuffer *sss_blur_fb;
	struct GPUFrameBuffer *sss_blit_fb;
	struct GPUFrameBuffer *sss_resolve_fb;
	struct GPUFrameBuffer *sss_clear_fb;
	struct GPUFrameBuffer *sss_accum_fb;
	struct GPUFrameBuffer *dof_down_fb;
	struct GPUFrameBuffer *dof_scatter_fb;
	struct GPUFrameBuffer *volumetric_fb;
	struct GPUFrameBuffer *volumetric_scat_fb;
	struct GPUFrameBuffer *volumetric_integ_fb;
	struct GPUFrameBuffer *screen_tracing_fb;
	struct GPUFrameBuffer *refract_fb;
	struct GPUFrameBuffer *mist_accum_fb;
	struct GPUFrameBuffer *ao_accum_fb;
	struct GPUFrameBuffer *velocity_resolve_fb;

	struct GPUFrameBuffer *update_noise_fb;

	struct GPUFrameBuffer *planarref_fb;
	struct GPUFrameBuffer *planar_downsample_fb;

	struct GPUFrameBuffer *main_fb;
	struct GPUFrameBuffer *main_color_fb;
	struct GPUFrameBuffer *effect_fb;
	struct GPUFrameBuffer *effect_color_fb;
	struct GPUFrameBuffer *double_buffer_fb;
	struct GPUFrameBuffer *double_buffer_color_fb;
	struct GPUFrameBuffer *double_buffer_depth_fb;
	struct GPUFrameBuffer *taa_history_fb;
	struct GPUFrameBuffer *taa_history_color_fb;
} EEVEE_FramebufferList;

typedef struct EEVEE_TextureList {
	/* Effects */
	struct GPUTexture *color_post; /* R16_G16_B16 */
	struct GPUTexture *mist_accum;
	struct GPUTexture *ao_accum;
	struct GPUTexture *sss_dir_accum;
	struct GPUTexture *sss_col_accum;
	struct GPUTexture *refract_color;
	struct GPUTexture *taa_history;

	struct GPUTexture *volume_prop_scattering;
	struct GPUTexture *volume_prop_extinction;
	struct GPUTexture *volume_prop_emission;
	struct GPUTexture *volume_prop_phase;
	struct GPUTexture *volume_scatter;
	struct GPUTexture *volume_transmittance;
	struct GPUTexture *volume_scatter_history;
	struct GPUTexture *volume_transmittance_history;

	struct GPUTexture *lookdev_grid_tx;
	struct GPUTexture *lookdev_cube_tx;

	struct GPUTexture *planar_pool;
	struct GPUTexture *planar_depth;

	struct GPUTexture *maxzbuffer;

	struct GPUTexture *color; /* R16_G16_B16 */
	struct GPUTexture *color_double_buffer;
	struct GPUTexture *depth_double_buffer;
} EEVEE_TextureList;

typedef struct EEVEE_StorageList {
	/* Effects */
	struct EEVEE_EffectsInfo *effects;

	struct EEVEE_PrivateData *g_data;

	struct LightCache *lookdev_lightcache;
	EEVEE_LightProbe *lookdev_cube_data;
	EEVEE_LightGrid  *lookdev_grid_data;
	LightCacheTexture *lookdev_cube_mips;
} EEVEE_StorageList;

/* ************ LIGHT UBO ************* */
typedef struct EEVEE_Light {
	float position[3], invsqrdist;
	float color[3], spec;
	float spotsize, spotblend, radius, shadowid;
	float rightvec[3], sizex;
	float upvec[3], sizey;
	float forwardvec[3], lamptype;
} EEVEE_Light;

/* Special type for elliptic area lamps, matches lamps_lib.glsl */
#define LAMPTYPE_AREA_ELLIPSE 100.0f

typedef struct EEVEE_Shadow {
	float near, far, bias, exp;
	float shadow_start, data_start, multi_shadow_count, shadow_blur;
	float contact_dist, contact_bias, contact_spread, contact_thickness;
} EEVEE_Shadow;

typedef struct EEVEE_ShadowCube {
	float position[3], pad;
} EEVEE_ShadowCube;

typedef struct EEVEE_ShadowCascade {
	float shadowmat[MAX_CASCADE_NUM][4][4]; /* World->Lamp->NDC->Tex : used for sampling the shadow map. */
	float split_start[4];
	float split_end[4];
} EEVEE_ShadowCascade;

typedef struct EEVEE_ShadowRender {
	float position[3], pad;
	float cube_texel_size;
	float stored_texel_size;
	float clip_near;
	float clip_far;
	int shadow_samples_len;
	float shadow_samples_len_inv;
	float exponent;
} EEVEE_ShadowRender;

/* This is just a really long bitflag with special function to access it. */
#define MAX_LIGHTBITS_FIELDS (MAX_LIGHT / 8)
typedef struct EEVEE_LightBits {
	uchar fields[MAX_LIGHTBITS_FIELDS];
} EEVEE_LightBits;

typedef struct EEVEE_ShadowCaster {
	struct EEVEE_LightBits bits;
	struct EEVEE_BoundBox bbox;
} EEVEE_ShadowCaster;

typedef struct EEVEE_ShadowCasterBuffer {
	struct EEVEE_ShadowCaster *shadow_casters;
	char *flags;
	uint alloc_count;
	uint count;
} EEVEE_ShadowCasterBuffer;

/* ************ LIGHT DATA ************* */
typedef struct EEVEE_LampsInfo {
	int num_light, cache_num_light;
	int num_cube_layer, cache_num_cube_layer;
	int num_cascade_layer, cache_num_cascade_layer;
	int gpu_cube_len, gpu_cascade_len, gpu_shadow_len;
	int cpu_cube_len, cpu_cascade_len;
	int update_flag;
	int shadow_cube_size, shadow_cascade_size, shadow_method;
	bool shadow_high_bitdepth, soft_shadows;
	int shadow_cube_store_size;
	int current_shadow_cascade;
	int current_shadow_face;
	uint shadow_instance_count;
	float filter_size;
	/* List of lights in the scene. */
	/* XXX This is fragile, can get out of sync quickly. */
	struct Object *light_ref[MAX_LIGHT];
	struct Object *shadow_cube_ref[MAX_SHADOW_CUBE];
	struct Object *shadow_cascade_ref[MAX_SHADOW_CASCADE];
	/* UBO Storage : data used by UBO */
	struct EEVEE_Light         light_data[MAX_LIGHT];
	struct EEVEE_ShadowRender  shadow_render_data;
	struct EEVEE_Shadow        shadow_data[MAX_SHADOW];
	struct EEVEE_ShadowCube    shadow_cube_data[MAX_SHADOW_CUBE];
	struct EEVEE_ShadowCascade shadow_cascade_data[MAX_SHADOW_CASCADE];
	/* Lights tracking */
	int new_shadow_id[MAX_LIGHT]; /* To be able to convert old bitfield to new bitfield */
	struct EEVEE_BoundSphere shadow_bounds[MAX_LIGHT]; /* Tightly packed light bounds  */
	/* Pointers only. */
	struct EEVEE_ShadowCasterBuffer *shcaster_frontbuffer;
	struct EEVEE_ShadowCasterBuffer *shcaster_backbuffer;
} EEVEE_LampsInfo;

/* EEVEE_LampsInfo->shadow_casters_flag */
enum {
	SHADOW_CASTER_PRUNED = (1 << 0),
	SHADOW_CASTER_UPDATED = (1 << 1),
};

/* EEVEE_LampsInfo->update_flag */
enum {
	LIGHT_UPDATE_SHADOW_CUBE = (1 << 0),
};

/* ************ PROBE DATA ************* */
typedef struct EEVEE_LightProbeVisTest {
	struct Collection *collection; /* Skip test if NULL */
	bool invert;
	bool cached; /* Reuse last test results */
} EEVEE_LightProbeVisTest;

typedef struct EEVEE_LightProbesInfo {
	int num_cube, cache_num_cube;
	int num_grid, cache_num_grid;
	int num_planar, cache_num_planar;
	int total_irradiance_samples; /* Total for all grids */
	int cache_irradiance_size[3];
	int update_flag;
	int updated_bounce;
	int num_bounce;
	int cubemap_res;
	/* Update */
	bool do_cube_update;
	bool do_grid_update;
	/* For rendering probes */
	float probemat[6][4][4];
	int layer;
	float texel_size;
	float padding_size;
	float samples_len;
	float samples_len_inv;
	float near_clip;
	float far_clip;
	float roughness;
	float firefly_fac;
	float lodfactor;
	float lod_rt_max, lod_cube_max, lod_planar_max;
	float visibility_range;
	float visibility_blur;
	float intensity_fac;
	int shres;
	int studiolight_index;
	float studiolight_rot_z;
	EEVEE_LightProbeVisTest planar_vis_tests[MAX_PLANAR];
	/* UBO Storage : data used by UBO */
	EEVEE_LightProbe probe_data[MAX_PROBE];
	EEVEE_LightGrid grid_data[MAX_GRID];
	EEVEE_PlanarReflection planar_data[MAX_PLANAR];
	/* Probe Visibility Collection */
	EEVEE_LightProbeVisTest vis_data;
} EEVEE_LightProbesInfo;

/* EEVEE_LightProbesInfo->update_flag */
enum {
	PROBE_UPDATE_CUBE = (1 << 0),
	PROBE_UPDATE_GRID = (1 << 1),
	PROBE_UPDATE_ALL  = 0xFFFFFF,
};

/* ************ EFFECTS DATA ************* */

typedef enum EEVEE_EffectsFlag {
	EFFECT_MOTION_BLUR         = (1 << 0),
	EFFECT_BLOOM               = (1 << 1),
	EFFECT_DOF                 = (1 << 2),
	EFFECT_VOLUMETRIC          = (1 << 3),
	EFFECT_SSR                 = (1 << 4),
	EFFECT_DOUBLE_BUFFER       = (1 << 5), /* Not really an effect but a feature */
	EFFECT_REFRACT             = (1 << 6),
	EFFECT_GTAO                = (1 << 7),
	EFFECT_TAA                 = (1 << 8),
	EFFECT_POST_BUFFER         = (1 << 9), /* Not really an effect but a feature */
	EFFECT_NORMAL_BUFFER       = (1 << 10), /* Not really an effect but a feature */
	EFFECT_SSS                 = (1 << 11),
	EFFECT_VELOCITY_BUFFER     = (1 << 12), /* Not really an effect but a feature */
	EFFECT_TAA_REPROJECT       = (1 << 13), /* should be mutually exclusive with EFFECT_TAA */
	EFFECT_DEPTH_DOUBLE_BUFFER = (1 << 14), /* Not really an effect but a feature */
} EEVEE_EffectsFlag;

typedef struct EEVEE_EffectsInfo {
	EEVEE_EffectsFlag enabled_effects;
	bool swap_double_buffer;
	/* SSSS */
	int sss_sample_count;
	bool sss_separate_albedo;
	struct GPUTexture *sss_data; /* Textures from pool */
	struct GPUTexture *sss_albedo;
	struct GPUTexture *sss_blur;
	struct GPUTexture *sss_stencil;
	/* Volumetrics */
	int volume_current_sample;
	/* SSR */
	bool reflection_trace_full;
	bool ssr_was_persp;
	int ssr_neighbor_ofs;
	int ssr_halfres_ofs[2];
	struct GPUTexture *ssr_normal_input; /* Textures from pool */
	struct GPUTexture *ssr_specrough_input;
	struct GPUTexture *ssr_hit_output;
	struct GPUTexture *ssr_pdf_output;
	/* Temporal Anti Aliasing */
	int taa_reproject_sample;
	int taa_current_sample;
	int taa_render_sample;
	int taa_total_sample;
	float taa_alpha;
	bool prev_drw_support;
	float prev_drw_persmat[4][4];
	float overide_persmat[4][4];
	float overide_persinv[4][4];
	float overide_winmat[4][4];
	float overide_wininv[4][4];
	/* Ambient Occlusion */
	int ao_depth_layer;
	struct GPUTexture *ao_src_depth; /* pointer copy */
	struct GPUTexture *gtao_horizons; /* Textures from pool */
	struct GPUTexture *gtao_horizons_debug;
	/* Motion Blur */
	float current_ndc_to_world[4][4];
	float past_world_to_ndc[4][4];
	int motion_blur_samples;
	/* Velocity Pass */
	float velocity_curr_persinv[4][4];
	float velocity_past_persmat[4][4];
	struct GPUTexture *velocity_tx; /* Texture from pool */
	/* Depth Of Field */
	float dof_near_far[2];
	float dof_params[3];
	float dof_bokeh[4];
	float dof_bokeh_sides[4];
	int dof_target_size[2];
	struct GPUTexture *dof_down_near; /* Textures from pool */
	struct GPUTexture *dof_down_far;
	struct GPUTexture *dof_coc;
	struct GPUTexture *dof_blur;
	struct GPUTexture *dof_blur_alpha;
	/* Other */
	float prev_persmat[4][4];
	/* Bloom */
	int bloom_iteration_len;
	float source_texel_size[2];
	float blit_texel_size[2];
	float downsamp_texel_size[MAX_BLOOM_STEP][2];
	float bloom_color[3];
	float bloom_clamp;
	float bloom_sample_scale;
	float bloom_curve_threshold[4];
	float unf_source_texel_size[2];
	struct GPUTexture *bloom_blit; /* Textures from pool */
	struct GPUTexture *bloom_downsample[MAX_BLOOM_STEP];
	struct GPUTexture *bloom_upsample[MAX_BLOOM_STEP - 1];
	struct GPUTexture *unf_source_buffer; /* pointer copy */
	struct GPUTexture *unf_base_buffer; /* pointer copy */
	/* Not alloced, just a copy of a *GPUtexture in EEVEE_TextureList. */
	struct GPUTexture *source_buffer;       /* latest updated texture */
	struct GPUFrameBuffer *target_buffer;   /* next target to render to */
	struct GPUTexture *final_tx;            /* Final color to transform to display color space. */
	struct GPUFrameBuffer *final_fb;        /* Framebuffer with final_tx as attachement. */
} EEVEE_EffectsInfo;

/* ***************** COMMON DATA **************** */

/* Common uniform buffer containing all "constant" data over the whole drawing pipeline. */
/* !! CAUTION !!
 * - [i]vec3 need to be padded to [i]vec4 (even in ubo declaration).
 * - Make sure that [i]vec4 start at a multiple of 16 bytes.
 * - Arrays of vec2/vec3 are padded as arrays of vec4.
 * - sizeof(bool) == sizeof(int) in GLSL so use int in C */
typedef struct EEVEE_CommonUniformBuffer {
	float prev_persmat[4][4]; /* mat4 */
	float view_vecs[2][4]; /* vec4[2] */
	float mip_ratio[10][4]; /* vec2[10] */
	/* Ambient Occlusion */
	/* -- 16 byte aligned -- */
	float ao_dist, pad1, ao_factor, pad2; /* vec4 */
	float ao_offset, ao_bounce_fac, ao_quality, ao_settings; /* vec4 */
	/* Volumetric */
	/* -- 16 byte aligned -- */
	int vol_tex_size[3], pad3; /* ivec3 */
	float vol_depth_param[3], pad4; /* vec3 */
	float vol_inv_tex_size[3], pad5; /* vec3 */
	float vol_jitter[3], pad6; /* vec3 */
	float vol_coord_scale[2], pad7[2]; /* vec2 */
	/* -- 16 byte aligned -- */
	float vol_history_alpha; /* float */
	float vol_light_clamp; /* float */
	float vol_shadow_steps; /* float */
	int vol_use_lights; /* bool */
	/* Screen Space Reflections */
	/* -- 16 byte aligned -- */
	float ssr_quality, ssr_thickness, ssr_pixelsize[2]; /* vec4 */
	float ssr_border_fac; /* float */
	float ssr_max_roughness; /* float */
	float ssr_firefly_fac; /* float */
	float ssr_brdf_bias; /* float */
	int ssr_toggle; /* bool */
	/* SubSurface Scattering */
	float sss_jitter_threshold; /* float */
	int sss_toggle; /* bool */
	/* Specular */
	int spec_toggle; /* bool */
	/* Lamps */
	int la_num_light; /* int */
	/* Probes */
	int prb_num_planar; /* int */
	int prb_num_render_cube; /* int */
	int prb_num_render_grid; /* int */
	int prb_irradiance_vis_size; /* int */
	float prb_irradiance_smooth; /* float */
	float prb_lod_cube_max; /* float */
	float prb_lod_planar_max; /* float */
	/* Misc */
	int hiz_mip_offset; /* int */
	int ray_type; /* int */
	float ray_depth; /* float */
} EEVEE_CommonUniformBuffer;

/* ray_type (keep in sync with rayType) */
#define EEVEE_RAY_CAMERA    0
#define EEVEE_RAY_SHADOW    1
#define EEVEE_RAY_DIFFUSE   2
#define EEVEE_RAY_GLOSSY    3

/* ***************** CLIP PLANES DATA **************** */

typedef struct EEVEE_ClipPlanesUniformBuffer {
	float clip_planes[1][4]; /* must be less than MAX_CLIP_PLANES */
} EEVEE_ClipPlanesUniformBuffer;

/* ************** SCENE LAYER DATA ************** */
typedef struct EEVEE_ViewLayerData {
	/* Lamps */
	struct EEVEE_LampsInfo *lamps;

	struct GPUUniformBuffer *light_ubo;
	struct GPUUniformBuffer *shadow_ubo;
	struct GPUUniformBuffer *shadow_render_ubo;
	struct GPUUniformBuffer *shadow_samples_ubo;

	struct GPUFrameBuffer *shadow_cube_target_fb;
	struct GPUFrameBuffer *shadow_cube_store_fb;
	struct GPUFrameBuffer *shadow_cascade_target_fb;
	struct GPUFrameBuffer *shadow_cascade_store_fb;

	struct GPUTexture *shadow_cube_target;
	struct GPUTexture *shadow_cube_blur;
	struct GPUTexture *shadow_cascade_target;
	struct GPUTexture *shadow_cascade_blur;
	struct GPUTexture *shadow_cube_pool;
	struct GPUTexture *shadow_cascade_pool;

	struct EEVEE_ShadowCasterBuffer shcasters_buffers[2];

	/* Probes */
	struct EEVEE_LightProbesInfo *probes;

	struct GPUUniformBuffer *probe_ubo;
	struct GPUUniformBuffer *grid_ubo;
	struct GPUUniformBuffer *planar_ubo;

	/* Common Uniform Buffer */
	struct EEVEE_CommonUniformBuffer common_data;
	struct GPUUniformBuffer *common_ubo;

	struct EEVEE_ClipPlanesUniformBuffer clip_data;
	struct GPUUniformBuffer *clip_ubo;

	struct LightCache *fallback_lightcache;
} EEVEE_ViewLayerData;

/* ************ OBJECT DATA ************ */

typedef struct EEVEE_LightData {
	short light_id, shadow_id;
} EEVEE_LightData;

typedef struct EEVEE_ShadowCubeData {
	short light_id, shadow_id, cube_id, layer_id;
} EEVEE_ShadowCubeData;

typedef struct EEVEE_ShadowCascadeData {
	short light_id, shadow_id, cascade_id, layer_id;
	float viewprojmat[MAX_CASCADE_NUM][4][4]; /* World->Lamp->NDC : used for rendering the shadow map. */
	float projmat[MAX_CASCADE_NUM][4][4];
	float viewmat[4][4], viewinv[4][4];
	float radius[MAX_CASCADE_NUM];
} EEVEE_ShadowCascadeData;

/* Theses are the structs stored inside Objects.
 * It works with even if the object is in multiple layers
 * because we don't get the same "Object *" for each layer. */
typedef struct EEVEE_LampEngineData {
	DrawData dd;

	bool need_update;
	/* This needs to be out of the union to avoid undefined behavior. */
	short prev_cube_shadow_id;
	union {
		struct EEVEE_LightData ld;
		struct EEVEE_ShadowCubeData scd;
		struct EEVEE_ShadowCascadeData scad;
	} data;
} EEVEE_LampEngineData;

typedef struct EEVEE_LightProbeEngineData {
	DrawData dd;

	bool need_update;
} EEVEE_LightProbeEngineData;

typedef struct EEVEE_ObjectEngineData {
	DrawData dd;

	Object *ob; /* self reference */
	EEVEE_LightProbeVisTest *test_data;
	bool ob_vis, ob_vis_dirty;

	bool need_update;
	uint shadow_caster_id;
} EEVEE_ObjectEngineData;

typedef struct EEVEE_WorldEngineData {
	DrawData dd;
} EEVEE_WorldEngineData;

/* *********************************** */

typedef struct EEVEE_Data {
	void *engine_type;
	EEVEE_FramebufferList *fbl;
	EEVEE_TextureList *txl;
	EEVEE_PassList *psl;
	EEVEE_StorageList *stl;
} EEVEE_Data;

typedef struct EEVEE_PrivateData {
	struct DRWShadingGroup *shadow_shgrp;
	struct DRWShadingGroup *depth_shgrp;
	struct DRWShadingGroup *depth_shgrp_cull;
	struct DRWShadingGroup *depth_shgrp_clip;
	struct DRWShadingGroup *depth_shgrp_clip_cull;
	struct DRWShadingGroup *refract_depth_shgrp;
	struct DRWShadingGroup *refract_depth_shgrp_cull;
	struct DRWShadingGroup *refract_depth_shgrp_clip;
	struct DRWShadingGroup *refract_depth_shgrp_clip_cull;
	struct DRWShadingGroup *cube_display_shgrp;
	struct DRWShadingGroup *planar_display_shgrp;
	struct GHash *material_hash;
	float background_alpha; /* TODO find a better place for this. */
	/* Chosen lightcache: can come from Lookdev or the viewlayer. */
	struct LightCache *light_cache;
	/* For planar probes */
	float planar_texel_size[2];
	/* For double buffering */
	bool view_updated;
	bool valid_double_buffer;
	bool valid_taa_history;
	/* Render Matrices */
	float persmat[4][4], persinv[4][4];
	float viewmat[4][4], viewinv[4][4];
	float winmat[4][4], wininv[4][4];
	float studiolight_matrix[3][3];
	float overscan, overscan_pixels;
	float size_orig[2];

	/* Mist Settings */
	float mist_start, mist_inv_dist, mist_falloff;

	/* Color Management */
	bool use_color_view_settings;
} EEVEE_PrivateData; /* Transient data */

/* eevee_data.c */
void EEVEE_view_layer_data_free(void *sldata);
EEVEE_ViewLayerData *EEVEE_view_layer_data_get(void);
EEVEE_ViewLayerData *EEVEE_view_layer_data_ensure_ex(struct ViewLayer *view_layer);
EEVEE_ViewLayerData *EEVEE_view_layer_data_ensure(void);
EEVEE_ObjectEngineData *EEVEE_object_data_get(Object *ob);
EEVEE_ObjectEngineData *EEVEE_object_data_ensure(Object *ob);
EEVEE_LightProbeEngineData *EEVEE_lightprobe_data_get(Object *ob);
EEVEE_LightProbeEngineData *EEVEE_lightprobe_data_ensure(Object *ob);
EEVEE_LampEngineData *EEVEE_lamp_data_get(Object *ob);
EEVEE_LampEngineData *EEVEE_lamp_data_ensure(Object *ob);
EEVEE_WorldEngineData *EEVEE_world_data_get(World *wo);
EEVEE_WorldEngineData *EEVEE_world_data_ensure(World *wo);

/* eevee_materials.c */
struct GPUTexture *EEVEE_materials_get_util_tex(void); /* XXX */
void EEVEE_materials_init(EEVEE_ViewLayerData *sldata, EEVEE_StorageList *stl, EEVEE_FramebufferList *fbl);
void EEVEE_materials_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_ViewLayerData *sldata, Object *ob, bool *cast_shadow);
void EEVEE_hair_cache_populate(EEVEE_Data *vedata, EEVEE_ViewLayerData *sldata, Object *ob, bool *cast_shadow);
void EEVEE_materials_cache_finish(EEVEE_Data *vedata);
struct GPUMaterial *EEVEE_material_world_lightprobe_get(struct Scene *scene, struct World *wo);
struct GPUMaterial *EEVEE_material_world_background_get(struct Scene *scene, struct World *wo);
struct GPUMaterial *EEVEE_material_world_volume_get(struct Scene *scene, struct World *wo);
struct GPUMaterial *EEVEE_material_mesh_get(
        struct Scene *scene, Material *ma, EEVEE_Data *vedata,
        bool use_blend, bool use_multiply, bool use_refract, bool use_sss, bool use_translucency, int shadow_method);
struct GPUMaterial *EEVEE_material_mesh_volume_get(
        struct Scene *scene, Material *ma);
struct GPUMaterial *EEVEE_material_mesh_depth_get(
        struct Scene *scene, Material *ma, bool use_hashed_alpha, bool is_shadow);
struct GPUMaterial *EEVEE_material_hair_get(struct Scene *scene, Material *ma, int shadow_method);
void EEVEE_materials_free(void);
void EEVEE_draw_default_passes(EEVEE_PassList *psl);
void EEVEE_update_noise(EEVEE_PassList *psl, EEVEE_FramebufferList *fbl, const double offsets[3]);

/* eevee_lights.c */
void EEVEE_lights_init(EEVEE_ViewLayerData *sldata);
void EEVEE_lights_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_lights_cache_add(EEVEE_ViewLayerData *sldata, struct Object *ob);
void EEVEE_lights_cache_shcaster_add(
        EEVEE_ViewLayerData *sldata, EEVEE_StorageList *stl, struct GPUBatch *geom, Object *ob);
void EEVEE_lights_cache_shcaster_material_add(
        EEVEE_ViewLayerData *sldata, EEVEE_PassList *psl,
        struct GPUMaterial *gpumat, struct GPUBatch *geom, struct Object *ob,
        float *alpha_threshold);
void EEVEE_lights_cache_shcaster_object_add(EEVEE_ViewLayerData *sldata, struct Object *ob);
void EEVEE_lights_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_lights_update(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_draw_shadows(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_lights_free(void);


/* eevee_shaders.c */
void EEVEE_shaders_lightprobe_shaders_init(void);
struct GPUShader *EEVEE_shaders_probe_filter_glossy_sh_get(void);
struct GPUShader *EEVEE_shaders_probe_default_sh_get(void);
struct GPUShader *EEVEE_shaders_probe_filter_diffuse_sh_get(void);
struct GPUShader *EEVEE_shaders_probe_filter_visibility_sh_get(void);
struct GPUShader *EEVEE_shaders_probe_grid_fill_sh_get(void);
struct GPUShader *EEVEE_shaders_probe_planar_downsample_sh_get(void);
struct GPUShader *EEVEE_shaders_default_studiolight_sh_get(void);
struct GPUShader *EEVEE_shaders_probe_cube_display_sh_get(void);
struct GPUShader *EEVEE_shaders_probe_grid_display_sh_get(void);
struct GPUShader *EEVEE_shaders_probe_planar_display_sh_get(void);
struct GPUShader *EEVEE_shaders_velocity_resolve_sh_get(void);
struct GPUShader *EEVEE_shaders_taa_resolve_sh_get(EEVEE_EffectsFlag enabled_effects);
void EEVEE_shaders_free(void);

/* eevee_lightprobes.c */
bool EEVEE_lightprobes_obj_visibility_cb(bool vis_in, void *user_data);
void EEVEE_lightprobes_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_lightprobes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_lightprobes_cache_add(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, Object *ob);
void EEVEE_lightprobes_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_lightprobes_refresh(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_lightprobes_refresh_planar(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_lightprobes_free(void);

void EEVEE_lightbake_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, GPUTexture *rt_color, GPUTexture *rt_depth);
void EEVEE_lightbake_render_world(
        EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, struct GPUFrameBuffer *face_fb[6]);
void EEVEE_lightbake_render_scene(
        EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, struct GPUFrameBuffer *face_fb[6],
        const float pos[3], float near_clip, float far_clip);
void EEVEE_lightbake_filter_glossy(
        EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, struct GPUTexture *rt_color, struct GPUFrameBuffer *fb,
        int probe_idx, float intensity, int maxlevel, float filter_quality, float firefly_fac);
void EEVEE_lightbake_filter_diffuse(
        EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, struct GPUTexture *rt_color, struct GPUFrameBuffer *fb,
        int grid_offset, float intensity);
void EEVEE_lightbake_filter_visibility(
        EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, struct GPUTexture *rt_depth, struct GPUFrameBuffer *fb,
        int grid_offset, float clipsta, float clipend, float vis_range, float vis_blur, int vis_size);

void EEVEE_lightprobes_grid_data_from_object(Object *ob, EEVEE_LightGrid *prb_data, int *offset);
void EEVEE_lightprobes_cube_data_from_object(Object *ob, EEVEE_LightProbe *prb_data);
void EEVEE_lightprobes_planar_data_from_object(Object *ob, EEVEE_PlanarReflection *eplanar, EEVEE_LightProbeVisTest *vis_test);

/* eevee_depth_of_field.c */
int EEVEE_depth_of_field_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, Object *camera);
void EEVEE_depth_of_field_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_depth_of_field_draw(EEVEE_Data *vedata);
void EEVEE_depth_of_field_free(void);

/* eevee_bloom.c */
int EEVEE_bloom_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_bloom_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_bloom_draw(EEVEE_Data *vedata);
void EEVEE_bloom_free(void);

/* eevee_occlusion.c */
int EEVEE_occlusion_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_occlusion_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_occlusion_output_accumulate(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_occlusion_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_occlusion_compute(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, struct GPUTexture *depth_src, int layer);
void EEVEE_occlusion_draw_debug(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_occlusion_free(void);

/* eevee_screen_raytrace.c */
int EEVEE_screen_raytrace_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_screen_raytrace_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_refraction_compute(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_reflection_compute(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_screen_raytrace_free(void);

/* eevee_subsurface.c */
int EEVEE_subsurface_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_subsurface_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_subsurface_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_subsurface_add_pass(
        EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, uint sss_id, struct GPUUniformBuffer *sss_profile);
void EEVEE_subsurface_data_render(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_subsurface_compute(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_subsurface_output_accumulate(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_subsurface_free(void);

/* eevee_motion_blur.c */
int EEVEE_motion_blur_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, Object *camera);
void EEVEE_motion_blur_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_motion_blur_draw(EEVEE_Data *vedata);
void EEVEE_motion_blur_free(void);

/* eevee_mist.c */
void EEVEE_mist_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_mist_output_accumulate(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_mist_free(void);

/* eevee_temporal_sampling.c */
void EEVEE_temporal_sampling_reset(EEVEE_Data *vedata);
int EEVEE_temporal_sampling_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_temporal_sampling_matrices_calc(
        EEVEE_EffectsInfo *effects, float viewmat[4][4], float persmat[4][4], const double ht_point[2]);
void EEVEE_temporal_sampling_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_temporal_sampling_draw(EEVEE_Data *vedata);

/* eevee_volumes.c */
int EEVEE_volumes_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_volumes_set_jitter(EEVEE_ViewLayerData *sldata, uint current_sample);
void EEVEE_volumes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_volumes_cache_object_add(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, struct Scene *scene, Object *ob);
void EEVEE_volumes_compute(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_volumes_resolve(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_volumes_free_smoke_textures(void);
void EEVEE_volumes_free(void);

/* eevee_effects.c */
void EEVEE_effects_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, Object *camera, const bool minimal);
void EEVEE_effects_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_create_minmax_buffer(EEVEE_Data *vedata, struct GPUTexture *depth_src, int layer);
void EEVEE_downsample_buffer(EEVEE_Data *vedata, struct GPUTexture *texture_src, int level);
void EEVEE_downsample_cube_buffer(EEVEE_Data *vedata, struct GPUTexture *texture_src, int level);
void EEVEE_draw_effects(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_effects_free(void);

/* eevee_render.c */
void EEVEE_render_init(EEVEE_Data *vedata, struct RenderEngine *engine, struct Depsgraph *depsgraph);
void EEVEE_render_cache(void *vedata, struct Object *ob, struct RenderEngine *engine, struct Depsgraph *depsgraph);
void EEVEE_render_draw(EEVEE_Data *vedata, struct RenderEngine *engine, struct RenderLayer *render_layer, const struct rcti *rect);
void EEVEE_render_update_passes(struct RenderEngine *engine, struct Scene *scene, struct ViewLayer *view_layer);

/** eevee_lookdev.c */
void EEVEE_lookdev_cache_init(EEVEE_Data *vedata, DRWShadingGroup **grp, DRWPass *pass, struct World *world, EEVEE_LightProbesInfo *pinfo);
void EEVEE_lookdev_draw_background(EEVEE_Data *vedata);

/** eevee_engine.c */
void EEVEE_cache_populate(void *vedata, Object *ob);

/* Shadow Matrix */
static const float texcomat[4][4] = { /* From NDC to TexCo */
	{0.5f, 0.0f, 0.0f, 0.0f},
	{0.0f, 0.5f, 0.0f, 0.0f},
	{0.0f, 0.0f, 0.5f, 0.0f},
	{0.5f, 0.5f, 0.5f, 1.0f}
};

/* Cubemap Matrices */
static const float cubefacemat[6][4][4] = {
	/* Pos X */
	{{0.0f, 0.0f, -1.0f, 0.0f},
	 {0.0f, -1.0f, 0.0f, 0.0f},
	 {-1.0f, 0.0f, 0.0f, 0.0f},
	 {0.0f, 0.0f, 0.0f, 1.0f}},
	/* Neg X */
	{{0.0f, 0.0f, 1.0f, 0.0f},
	 {0.0f, -1.0f, 0.0f, 0.0f},
	 {1.0f, 0.0f, 0.0f, 0.0f},
	 {0.0f, 0.0f, 0.0f, 1.0f}},
	/* Pos Y */
	{{1.0f, 0.0f, 0.0f, 0.0f},
	 {0.0f, 0.0f, -1.0f, 0.0f},
	 {0.0f, 1.0f, 0.0f, 0.0f},
	 {0.0f, 0.0f, 0.0f, 1.0f}},
	/* Neg Y */
	{{1.0f, 0.0f, 0.0f, 0.0f},
	 {0.0f, 0.0f, 1.0f, 0.0f},
	 {0.0f, -1.0f, 0.0f, 0.0f},
	 {0.0f, 0.0f, 0.0f, 1.0f}},
	/* Pos Z */
	{{1.0f, 0.0f, 0.0f, 0.0f},
	 {0.0f, -1.0f, 0.0f, 0.0f},
	 {0.0f, 0.0f, -1.0f, 0.0f},
	 {0.0f, 0.0f, 0.0f, 1.0f}},
	/* Neg Z */
	{{-1.0f, 0.0f, 0.0f, 0.0f},
	 {0.0f, -1.0f, 0.0f, 0.0f},
	 {0.0f, 0.0f, 1.0f, 0.0f},
	 {0.0f, 0.0f, 0.0f, 1.0f}},
};

#endif /* __EEVEE_PRIVATE_H__ */
